Syn_SC
[10] Knight
So why not just 3B, dont over complicate your game.
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I am afraid the CE is not guaranteed in that combo.11B is good if you catch them off guard with it while they're moving forward to attack. If you get a counter hit, you can follow up with SCH B and then CE.
Are you sure it rings out farther than 3B? If yes, then thats quite a nice find!I use 4A after 3B/WRB, SCH K BE, 4A for forwards ringout.
While its technically useful for that purposes, its redundant because 99B does the same but better (safer, faster, deals more dmg, combos on NH). The only advantage that 11B has, is that its TC is longer and more reliant, so it might be useful in a more neutral situation maybe?11B I use in Sieg mirrors as:
1: A counter to SCH, TC and step, Sieg needs to realign to beat it.
2: To step 3B and duck iaga simultaneously.
It seems to but I am not sure. I copied using 4A for this off Solo so he may know more about it.Are you sure it rings out farther than 3B? If yes, then thats quite a nice find!
While its technically useful for that purposes, its redundant because 99B does the same but better (safer, faster, deals more dmg, combos on NH). The only advantage that 11B has, is that its TC is longer and more reliant, so it might be useful in a more neutral situation maybe?
The only sort of interesting thing i know about 11B, is a very gimmicky but damaging tech trap:
CH 11(B)~B+K~SBH B(tech trap: all)~44(B)~SBH K BE for 140+ dmg
I'm very sure. When Sieg does 3B the opponent isn't moved forward much but when you do 4A on an aired opponent Sieg's hitbox pushes them forward much farther than 3B does. You can test it yourself. Also don't credit me for this, I got it from ShenYuan, saw him do it on a video and I decided to test it for myself.Are you sure it rings out farther than 3B? If yes, then thats quite a nice find!
its 22_88ka:2A. k - slide a just frame 2A. its a fastest input thing. its also mashable.I'm trying to pick up this character and I have a question:
I've seen people do a JF move that looks like agA but hits low. How do you do that?
22ka:2AA. It is a really weird slide input. Sidestep, slide K,A to 2A to start the just frame. Somebody else can probably give you tips on the timing, I only use it if I am trolling so I tend to mash the input a little lolz.I'm trying to pick up this character and I have a question:
I've seen people do a JF move that looks like agA but hits low. How do you do that?
=DEdit: Slayer you damn ninja.
22ka:2AA. It is a really weird slide input. Sidestep, slide K,A to 2A to start the just frame. Somebody else can probably give you tips on the timing, I only use it if I am trolling so I tend to mash the input a little lolz.
Edit: Slayer you damn ninja.
I wouldn't say its a better version than 1AA per se. Both have their pro's and con's.How useful is that move. I know it's a much better version than 1AA and even then, the 2ND hit isn't a true block string, right? I remembered reading from an old post that transitioning from 22ka into chief hold is a highly recommended. But the JF 2A looks pretty cool imo.
Yes it includes the 10 QS frames but it doesn't get faster from doing 6632ka:2A. You get rid of the sidestep animation that way though.Also, just a general question, sorry if this has been answered, but if you say this is i42, does that include the 10 quickstep frames? And if so, does doing something like 6632ka:2A make it come out any faster?